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Don't listen to the misleading few upstairs.
Critical Strike is a stat that increases your chance of critical hits. Critical hits ignore monster defense and deal double damage. For example, if you use a skill with 100 damage to fight a monster with 0 defense, then it will deal 100 damage when it doesn't crit, and 125 damage when it crits; Then use this skill with 100 damage to fight a defensive monster, for example, reduce damage by 50%, then it will cause 50 damage when it doesn't crit, and when it crits, because crit ignores defense, it will still cause 125 damage.
The critical strike chance is related to the value of the critical hit, the critical strike rate increases linearly from 0% to 95% when the critical hit changes from 0 to 19000, and after 19000 fatal, increasing the critical strike rate has no significant effect on the critical strike chance. So 19000 is the so-called full deadly.
That is to say, if your fatality is less than 19,000, the heap of fatal is worth it.
As for the attack power, it is not directly related to the lethal, for example, you have 3000 attack power, 10000 fatal, and 3000 attack power 19000 fatal, in the case of both critical hits, the damage caused by the two with the same skill is the same, but the critical strike rate of the latter is higher than the former.
Hope that helps.
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Conclusion:1The lethal limit is basically about 95% Even if the 2w5 burst rate still does not reach the ideal 99% probability, it is closer to 95%2
A technical post once speculated that the formula for the critical hit is the conjecture that the critical hit value divided by 100-5% = the probability of the critical hit can basically be held in my test, so I guess the limit value of the critical hit is 1w3Will the Critical Strike stat beyond 1w make some difference? The answer is no, he can't change anything:
Critical damage, critical strike probability, and critical resistance cannot be changed.
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Critical Hit includes any damage to monsters, but not more than 80%. The lethality of about 11,000 is very high. It can be calculated that the target's critical strike resistance divided by your critical hit *100% is the final critical strike chance.
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It's generally ignoring defense.,Monster defense is zero.,Damage is added directly.,Another situation is "super armor" such as boss.,As soon as you come, you'll amplify the technique.,It's not the same as the lethality of him falling to the ground.,So the fatal damage is also divided into situations.,I don't know how to ask again.,Thank you.。
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I'm almost 30,000 deadly, and there are basically no white attacks now.
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I have 2 sets of equipment One set of lethal 1w heaps of physics is 5300+ one set is fatal 4000+ physics 6700+ I have used 6700 physics + 4000+ lethal brushes are definitely faster than 5300 physics + 10000+ lethal brushes I'm playing frenzied wars Let's just say fight the boss 40 Typhoon Use 1w deadly equipment to fight the boss is not as fast as 6700 Although there are many violent but the output is not up The critical strike rate is virtual It's the same as other game hits If you hit 500% damage with a skill, so many 100 physical attacks, how much more, so I'm not playing now, it's not very lethal, but heaps of physics, at least the physical damage, he has a range, and the lethal may not be out of hope, and he can't hope to adopt it.
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It depends on how high your skill point is.,It depends on how many combos you hit when you fought monsters before.,If you want to know detailed combat information,You can set it in the settings bar.。
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Ignore the defense multiple, and now your own lethal probability will be displayed.
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10,000 fatal 50 percent critical hits. To be fatal is to increase the probability of violence.
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The final damage is applied to all attack bonus calculations, and after the critical hit, the critical hit simply doubles the damage.
The final damage can be stacked up to 100%, with a critical hit chance of up to 89%.
Here's an example. Player A has a panel of 10000 and no other attributes. In the case of ignoring the monster's defense value, the damage that can be dealt is 10000.
If the player has an 89% critical hit chance and deals a critical hit, the damage is 20,000
At this time, if the player's final pile reaches 50%, then the damage is 20000*150%=30000, and if the player's final pile reaches 100%, the damage is 20000*200%=40000
The character attributes of Dragon Valley also have attribute attacks, critical damage, etc., and the damage generated is also related to monster defense and skill panels.
The critical hit probability only affects the probability of dealing a critical hit, no matter what the probability is, as long as the critical hit is dealt, then this damage value is related to the critical hit damage (2 times by default).
The final calculation is after all damage is combined. In other words, the damage hit when there is no end is 10,000, and the end can be hit at 20,000
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Decisive and deadly.
Rationale:1At this stage, it is easier to pile up fatal than final injury, and the three-attribute fatal heraldic is cheaper than the three-attribute final heraldic, and the a** ring enchantment can be 17% fatal, and the wind earring necklace is also relatively cheap, and the pile of 1w fatal can have a 95% fatal rate.
2.The lethal effect is much more pronounced than in the end. According to testing, the final 300 is equivalent to +13% damage and 700 is equivalent to +50%.
And lethal is 125% damage that ignores defense, according to the apocalypse's damage reduction of about 58%, assuming you could have hit it with 1000 blood, because of its defense, you can only hit it 420, but if it is fatal, it is 1250, close to 3 times, and the final effect cannot be compared. Even if it encounters a monster with high lethal resistance, it can hit 1250 deadly, but it will lose 417 blood if it has lethal resistance, and there is not much difference between lethal resistance and not lethal.
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Previously, the official website said that the final damage of 700 = 50% of the panel's attack power increase, which is just an approximation. At present, the final algorithm has been made public, and it is made by a data emperor who plays more. Let me give you a list of the calculation formula, the total total damage is represented by x.
x 100) 100+1] *Panel Attack = Actual Attack Damage.
Example 1: Final damage is 550 and panel attack is 5000
Example 2: Final damage is 700 and panel attack is 5000
Example 3: Final damage is 850 and panel attack is 5000
Whether there are some problems found from this formula, the final damage ratio of Example 2 is 150 more, and the actual attack is 938 more; Example 3 has 150 more final damage ratio 2 and 1162 more actual attack. In other words, the higher the final damage stack, the more attack damage will increase. However, there is a cap on the final damage, which is currently capped at 1000.
More than 1000 is calculated as 1000, which is 100% of the attack power of the panel.
When the final damage total is below 300, it has no noticeable effect, which means that the final damage is either piled high or not at all.
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Increases attack damage by a certain percentage. Level 50 dungeons have an obvious effect when the final damage reaches 1000, so it is not recommended to pile up the final.
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The official explanation for the final damage is that the panel's attack damage is increased by a percentage.
Then give 2 examples: 300 final damage = 10% bonus.
700 final damage = 50% bonus.
It's clear that the first 300 points of final damage give a bonus of 10,000 per 10,000.
Up to 700 points, each final damage point gives a bonus of 7 parts per 10,000.
The conclusion is that the final damage is a curve function with a gradual increase in slope--- and in layman's terms, the higher the stack, the greater the bonus.
The benefit of the final damage is that it is not affected by any resistance or defense.
In other words, you have the same bonus as much as you hit any monster.
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Primary damage +20% + hit kill +50% ==1024*2560) +8521=。。
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